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[Wired] First Look at New Oculus "Crystal Cove" Prototype

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Since then, Oculus has continually improved and refined the Rift en route to a consumer release later this year. The display has been kicked up to 1080p; the form factor has become sleeker. Perhaps most importantly for adoption, potential latency has been greatly reduced, alleviating much of the “simulator sickness” that can accompany wearing VR headsets. And now, with another CES upon us, others are getting in on the act; Sony announced a new head-mounted display for movie viewing and games. It should be noted, though, that this is unlikely to be a direct competitor to the Rift — Sony’s unit gives wearers a 45-degree field of vision, compared to the Rift’s staggering 110 degrees.

Oculus unveiled even more this morning. There’s a new demo, courtesy of Epic Games. There’s a new AMOLED screen. There’s low persistence, a display technology that mitigates motion blur and “smearing,” both of which can contribute to user discomfort. For the first time, Rift is capable of positional tracking, which allows users to lean and move within the game environment by simply moving their head. And there’s a new prototype — known as “Crystal Cove” — that incorporates it all, getting latency down to around 30 milliseconds (on its way to the sub-20 threshold that Oculus considers the holy grail).

The new demo is visually similar to a previous demo that Oculus used throughout 2013 to show off the Rift’s immersive 360-degree playspace. Both were designed by Epic Games, and both occur within the universe of “Elemental,” Epic’s Unreal 4 game engine demo. The new demo places the user inside the same stone cave, facing the same horned lava-god/monster being as in the previous demo (bear with us here). This time, users play a top-down tower-defense scenario while the horned lava-god/monster guy watches. Like the two previous demos, the visual effects are plentiful.

post #2 of 38
GIVE ME NOW!
post #3 of 38
I hope they didn't dick around with how it fits over your eyes. The devkit is literally perfectly fit to go over my glasses, making them a very nice combo, not like a lot of other eyewear out there that fail miserably at it.
post #4 of 38
This sounds good. Really would like to try it myself. Releasing this year already? Wondering about the price though.
post #5 of 38
I'm disappointed that the Wired article didn't even mention one of the most important aspects:

It's strobing, not sample & hold.

To quote from Polygon:
Quote:
Originally Posted by http://www.polygon.com/2014/1/7/5284258/oculus-unveils-rift-prototype-with-positional-tracking-and-mysterious 
"Our new OLED panel in the prototype switches in well under a millisecond, so it’s faster than any LCD monitor on the market … what we’re doing is we’re taking the image and flashing it on when it’s correct, and only keeping that on for a fraction of a millisecond and then turning it off and then going black until the next pulse," Luckey continued.


EDIT: Regarding the head tracking, it just sounds like they're doing the same thing the Wii remote's IR pointer (not the motion sensor) did regarding the camera + a few infrared LEDs. If it's like the Wii then it'll only ever need to be calibrated once, and even then on the Wii it was more of a "check to make sure the IR camera and IR LEDs were working on the first ever boot" - there wasn't really any calibration actually done.

Considering how inexpensive it was on the Wii and how well the IR pointing (not the motion sensing) worked on displays with low input lag, I'm not surprised it got implemented. For 2006-2007 price references, an entire new wiimote was $40 and a new 3rd party battery-powered sensor bar was about $10. Then consider that today's tech is cheaper, subtract the profit margins, and you're left with a no-brainer in terms of the cost-to-benefit ratio.
Edited by Nintendo Maniac 64 - 1/7/14 at 4:19pm
 
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post #6 of 38
Quote:
Originally Posted by Nintendo Maniac 64 View Post

I'm disappointed that the wired article didn't even mention one of the most important aspects:

It's strobing, not sample & hold.

For those of us are that are ignorant to the finer details of display technology, why is this a good thing? What're the benefits?
Edited by Terminus14 - 1/7/14 at 3:54pm
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post #7 of 38
i would think the benefit would be greatly reduced motion blur mainly. I wonder how fast it is strobing?
post #8 of 38
post #9 of 38

Please, please, please Oculus don't use a pentile display in your consumer product...

post #10 of 38
Quote:
Originally Posted by Terminus14 View Post

For those of us are that are ignorant to the finer details of display technology, why is this a good thing? What're the benefits?
Like Pheesh (Vechs reference?) said, it reduces motion blur. On modern displays the pixels response time is fast enough that the motion blur is no longer primarily because of the pixel transition time but rather is caused by your own eyes. However, if you instead blink each frame like a CRT does, your eyes will see each frame just as or nearly as clearly as the last, no matter how much the movement.

It's just the way the human eye works.
Edited by Nintendo Maniac 64 - 1/7/14 at 5:18pm
 
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